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Summary 0000335: VCMI pathfinder seems to go for the most cost effective path at end of day, while H3 went for the most intuitive choice.
Revision 2010-01-01 19:45 by Zamolxis
Description Pathfinder does not always look for a path going down as much as possible (with respect to the condition of the least cost). I discovered this while investigating 0000327 on an edited map (see attachment). If the movement cost is identical to reach a certain destination, the chosen path should be the one going down as much as possible. This was identified by TowDragon during 0.71 (see forum post: http://forum.vcmi.eu/viewtopic.php?p=2403#2403 [^]) and I believe it worked correctly for a while.
Revision 2010-01-01 20:05 by Zamolxis
Description VCMI pathfinder seems to go for the most cost effective path at end of day, while H3 went for the most intuitive choice (from the perspective of our eye perception). This report is mainly to point out a difference between VCMI and H3. If the devs are aware of this and coded it as such intentionally (as a feature), we can close this as "no change required".
Revision 2010-01-01 19:45 by Zamolxis
Additional Information
Revision 2010-01-01 20:05 by Zamolxis
Additional Information I discovered this while investigating 0000327 on an edited map (see attachment). The current logic seems to follow the principle identified by TowDragon during 0.71 (see forum post: http://forum.vcmi.eu/viewtopic.php?p=2403#2403 [^]), however making an exception for the last move at the end of the day, for the least cost in the beginning of the next day. Perhaps a bit of feedback from other devs would be useful: does the path choice feel somehow "weird", as compared to H3 where path arrows would perfectly overlap the road, or not? Would players notice/appreciate the minimal gain in MP, or more perceive this as a bug?

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